VF4 Ultimate Combo Guide... a Challenge

Discussion in 'Junky's Jungle' started by Llanfair, Sep 24, 2002.

  1. CreeD

    CreeD Well-Known Member

    Gamesmaster, I'm gonna keep asking until it sinks in:
    Check your facts before you post and say something is guaranteed .
    In fact, check your facts before you post *anything*.

    Just because "sennorandom13" wrote a faq does not mean he knows what he's talking about. In fact he doesn't know anything about tech rolls, struggling, or actual gameplay. For example he lists this as a combo:
    DF+K, F+P, F,DF,D,DF+P, F,DF,D,DF+P
    When in fact the opponent can escape further damage after <font color="orange">every single hit.</font color> That's not to mention that the opponent can QR and punish kage as he lands from the final dragon punch. Random's Jumonji reversal 'combo' is also full of holes.

    If his charged QCF combo is 'guaranteed' as you said, tell me where you must position kage for it to work, and does it work with tech rolls turned on? I already tested and know the answer... but why spoil the fun.

    To uk-guy: dag, you have a 220 point combo vs. an opponent who doesn't ever struggle or try to get off the ground when knocked down? /versus/images/icons/tongue.gif
    I have several 200 point combos like that too for every character - they go something like K - u+P - u+P -u+P - u+P -u+P -u+P -u+P...

    Seriously, what's the fun of pretending that someday you'll face an opponent in a coma? It's like beating up a friend who put his joystick down and went out for pizza.
     
  2. CreeD

    CreeD Well-Known Member

    An interesting side note - in some cases a pounce can squish a TR /versus/images/icons/tongue.gif

    To sanjuro - there is no forward tech roll or forward rolling in VF. You might mean rise in place, which loses to pounces in some cases. I recommend setting both 'recovery' and 'getting up' to "roll towards the screen" or "away from the screen". That will generally avoid TR-able combos if they're avoidable at all.
     
  3. jherb9000

    jherb9000 Well-Known Member

    what happened to ice 9 and all those lovely dojos he use to make...did he die or something...get that man back on the scene ASAP.
     
  4. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    TR was enabled. Both recovery and getting up were set for towards screen. For some reason I think I stated something like this in my original post. I think I even repeated it in a subsequent post. Here I am again. TR was enabled. I stated that time and time again the timing and range for the combos I listed seemed strict or "beyond strict" or "draconian" and that I could not reliably pull them off.
    BMF...try it from open stance & vary your range & timing (timing not such a big issue with this one) and you will find that the knee will slam the dummy for the pounce when you get it right. Of course, you'll never get it if you try it once or twice convinced it's impossible. Remeber your first SPoD back in 94? Took a couple tries, huh?
     
  5. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    Another Jacky combo for which I'll get ridiculed.

    From open stance vs. shun & lighter: f+K, P,P, d/f+K, K (double sidekick), d/f+K (ground attack) for 98. The second sidekick has to connect basically as late as possible to slam, after which the soccerball kick will connect. The problem with this one is, if the second kick doesn't slam, the down attack will come out as a sidekick and you'll be vulnerable as they've more or less finished their TR.
    This one was working rather well vs Vanessa but I may have just been zoning, as it was less reliable with Shun and the other ladies.
    If this combo has any advantages (successfully completed) over the guide's f+K, K,P,K for 98, it is linear (better RO potential? probably not) and leaves you facing your opponent. To sum up, perhaps this one (like those others) is too random/difficult to be considered BEST, but it is maximum damage & TR was enabled : )
     
  6. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    Actually, i didn't say anything was guarenteed!
    But what are you talking about, anyway? That daft [2][3][6][K] combo? Or the reversal one?
    If you are going to attack someone, make sure it's the right person, at least!
     
  7. BMF

    BMF Well-Known Member

    Well I tried it again, and got jacky to stomp the opponent around halfway through their techroll. But then I recorded jacky doing the combo on me and found out that if I hold guard during my techroll I can guard the pounce.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    sanjuro, I guess the problem I have with your combos, and I sense I'm not alone here, is your claim that the double side kick will slam the opponent.

    I don't know how to put this any other way, but, that's just not possible. You cannot magically add a slam property to any move simply by delaying the timing or whatever. The move either slams or it doesn't, and I can tell you right now that the double side kick certainly does not. Like your previous combos, performing a big down attack after a b+P, f+K or single/double sidekick isn't something I'd recommend to anyone at all (except on a wall hit).

    I'm not trying to discourage you though. Another thing you might want to try is record the CPU doing the combo and play it back on yourself and try to avoid the pounce any way you can. This is one way of finding out how (un)reliable the CPU can be at times.
     
  9. CreeD

    CreeD Well-Known Member

    *sigh* ... I'm tired of hearing you say "I didn't say that!". You DID, and you should REMEMBER saying it because you only posted it a frigging day ago. Quoting from the original post:

    yeah, but once the first attack hits, you can't get out of these.

    ... please in the future just be more careful about what you're saying, and own up to it if you're wrong... again just because random13 wrote a faq, formatted it nicely, and stuck it up on gamefaqs... doesn't mean any combos he puts in there are really unavoidable after the first hit. 99% are garbage.
     
  10. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    I am not talking about those ones, the fully charged [2][3][6][K] wall hit things are one's i'm taling about, and yes, I know that hey are pretty stupid combos, and are only used for flashiness, plus the #single# combo i'm reffering to is the 158 damage one, which you don't know about!
     
  11. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    Actually, I'll just shut up now, because you keep clamping me up. /versus/images/icons/smile.gif /versus/images/icons/laugh.gif /versus/images/icons/tongue.gif /versus/images/icons/cool.gif /versus/images/icons/grin.gif
     
  12. CreeD

    CreeD Well-Known Member

    yes, the *single* combo I was talking about was ALSO the 158 damage one - fully charged handspring kick, turn towards kick into the wall, rising knee, dragon punch. I *DO* know about it because I tested it.

    I don't think you have any idea whether it's guaranteed or not because I'm betting you haven't tried it. You just assumed it was guaranteed and posted that it was.

    If you know that it's a real, unavoidable combo after the first hit, then you can tell me where kage needs to be in the training stage in order to make it work. Close to the wall, center ring? Facing a corner?

    Also, if you're talking about this *single* combo, then why did your original quote say "these combos" are unavoidable after the first hit? Which combos are you referring to? The ones you originally posted, the jumonji stance reversal and charged handspring kick combos?
     
  13. Blondie

    Blondie Well-Known Member

    I like this thread alot =). It might help some of you if you posted what stance your doing these combos in... I'll share some of my favorite hardcore Jacky combos =)....

    Jacky in Open Stance: Lightweight only: MC knee, [6_]+[P],[6_]+[P], [6_]+k,k does 98

    Jacky in Open Stance: Lightweight only: Open Stance, P+K on MC, [6_]+[P], [6][6]+k

    Jacky in Open Stance: Lightweights only: [P]+[K],[P],[6_]+[P],[6_]+[P], buffer d/f+[K],[K]...

    Keep up the cool combos /versus/images/icons/laugh.gif
     
  14. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    I'm talking about this one...

    "this is a MC combo btw...

    D, D/F, F + K to K (wall hit) to Knee(using the double hadoken method) to U/B + K+G

    to get the correct spacing, just do two forward dashes...and then start the combo from there.

    now, the last part of the move, rarely hits...but when it does, it does a devastating 158 damage combo...ive only tried it on Lei Fei so far..."

    -The exact words of PokeSepiroth.
    I'm supposing it has to be fully charged, which is obvious.
     
  15. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    Myke, slam was and is the wrong word, for which I apologize. What I meant was the dummy character would audibly hit the ground rather than TR & that lack of TR Jacky could exploit with a ground attack. If now I'm being told that sometimes when TR is enabled the CPU won't TR immediately upon each opportunity then I will accept these combos as flukish, random events which occured only due to the unreliable CPU and cannot be traced in any way to my frightening talent (or any other factor).
    Also, I never claimed an u+P from a double sidekick...I claimed an u+P from two backfists in my second combo & one in that backfist, knee combo. And I really never recommended anything but that these combos be tested (perfected?) before they get attempted in any matches. (BTW, u/b+P is a safer way to go for a stomp when you're unsure : )

    BMF...I've gotten the stomp to register on the combo meter to bring it to 88 which hasn't happened for me on the backfist, axekick, stomp and would seem to indicate the TR hadn't yet begun.

    Has anyone gotten any of my others, or is it sufficient to discredit sanjuro and leave it at that?
     
  16. CreeD

    CreeD Well-Known Member

    "this is a MC combo btw...
    D, D/F, F + K to K (wall hit) to Knee(using the double hadoken method) to U/B + K+G
    to get the correct spacing, just do two forward dashes...and then start the combo from there.
    now, the last part of the move, rarely hits...but when it does, it does a devastating 158 damage combo...ive only tried it on Lei Fei so far..."

    -The exact words of PokeSepiroth.


    Where are you reading this?
    None of this is in random13's faq, which is in both the coinop and PS2 section of gamefaqs for VF4. Is this on the forums? And how was anyone supposed to guess what you were talking about?

    Anyway here is what I know -
    1. sennorandom13 wouldn't know a guaranteed combo if it bit him on the ass.

    2. gamesmaster MIGHT know what the difference between a guaranteed combo and a TR'able/strugglable/rollable combo... but gamesmaster if you do, you didn't double check this particular 158 point combo because if you did, you could personally give us the range at which it works and the correct damage. You'd be able to say "It works only a quarter footstep past a single dash, never after two forward dashes, and it's 153 points, not 158." rather than quote random's incorrect information.

    ... you should be very suspicious of a guy who posts a 158 point combo when other combos in his faq look like: DF+K, DF+K+G, D+P, F,DF,D,DF+P
    The fact that this particular really damaging wall combo is a true combo is a complete lucky fluke - about 55 out of his 70 or so combos are incorrect/strugglable/rollable/TR'able.
     
  17. CreeD

    CreeD Well-Known Member

    Sanjuro -
    The are only six situations where jacky can end a combo and then follow up with a df+K or u+P (ground kick or pounce) ...
    1. End the combo in f+P+K
    2. End the combo in P+K
    3. End the combo in db+P+K,K,K
    4. End the combo in b+K
    5. End the combo in b+K+G
    6. The opponent bounces off the wall and lands facefirst on the floor.

    1-4 are pretty easy and only need a moderate float.
    5 needs a pretty good chunk of float time
    6 happens only with a certain kind of wall hit, other facedown walls hits can sometimes allow a tech roll.
    While all of these enders guarantee a df+K, I think only the last one allows for an u+P... and even then it won't always work I bet.

    About the combos in your list -
    I'm not sure what's happening when you turn on the playstation2, but I can say for sure you don't have tech rolls turned on. To turn them on go to free training, press start, go to cpu settings, go to detailed settings, then change the second item (recovery) to read "away from screen" or "towards screen". You might have it set to "in place" which makes the opponent kip up. If they try to kip up, a pounce/stomp will still hit them. That's called QR (pressing P+K+G as you land)
    To truly avoid combos correctly you need to TR (press d+P+K+G or u+P+K+G as you land)
    I tried your df+K,K -> ground kick combo vs. shun with tech rolls turned on. If they're turned on, your ground kick won't even come out at all, because they're no longer grounded... jacky will do another sidekick instead.

    Anyway, try using the commands above to test your combos with tech rolls turned on. Good luck.
     
  18. gamesmaster1_2be

    gamesmaster1_2be Well-Known Member

    it was in the forums. if you want to discuss this with him his Aim is (PMs)
     
  19. BK__

    BK__ Well-Known Member

    i've been getting to grips with lei recently correct me if u can find faults with anything.. sorry i'm not sure about the damage of some of these right now.

    i'll only post what has'nt been mentioned in the first post (or try to)


    df+p+g follow ups:
    -----------------------------
    >df,df+pp ~ k+g
    >p+kpp
    >evade + p+k+g ~ p


    evade p+k+g follow ups MC
    ------------------------------------------
    (light weight) d+p+k+g ~ p,p+k ~ uf+k+g (mabye a df+k, but not tested)


    b+p MC follow ups
    ------------------------------
    p+kpp


    back turned follow ups (for front faced TR traps)
    --------------------------------
    d+p+k+g ~ p+k ~ ff+k(hold) ~ k ~ k+g (93 damage i think)


    MC m-gut punch(FC df+p)
    --------------------------
    p+kpp

    i hope this helps...
     
  20. uk-guy

    uk-guy Well-Known Member

    Creed I updated the dated Kage Basics in Character/Tech Training. It's basically an 'all the combos you'll ever need type thing'. I missed a couple of obvious combos, which I'll add in soon, but basically incorporate any of it into your faq.

    Also Yamato supplied some good Kage Evo info in The Jamboree section.

    Cheers

    UKG
     

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